Divergent/mods/Nitpicker's Modpack/gamedata/scripts/ish_xr_effects_wishes.script

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2024-03-17 20:18:03 -04:00
-- CrashesToRiches - Nitpicker's Modpack
-- Last modified: 2021.11.08
-- https://github.com/Ishmaeel/NitpickerModpack
---@diagnostic disable: redundant-return
function xr_effects.make_a_wish(actor, npc, p)
-- ///////////////////////////////////////////////////////////////////////////////////////////////
--
-- End Find Wish Granter Storyline Task
--
-- Added by DoctorX, fixed for 1.5.1 by Ishmaeel
-- October 13, 2016
--
-- -----------------------------------------------------------------------------------------------
-- Remove on find wish granter infoportion:
disable_info("drx_sl_on_find_wish_granter")
-- \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
local action_list = {}
action_list[1] = function()
local str = game.translate_string("st_zone_disappeared")
error(str, 2)
return
end
action_list[2] = function()
give_info("actor_made_wish")
give_info("actor_made_wish_for_control")
return
end
action_list[3] = function()
local sim = alife()
local function remove_this_squad(id)
local squad = id and sim:object(id)
if not (squad) then
return true
end
-- printf("DEBUG: removing squad %s from the game", squad:name())
SIMBOARD:assign_squad_to_smart(squad, nil)
squad:remove_squad()
return true
end
local squad
for i = 1, 65534 do
squad = sim:object(i)
if (squad and squad:clsid() == clsid.online_offline_group_s) then
CreateTimeEvent("remove_this_squad", squad.id, math.random(1, 10), remove_this_squad, squad.id)
end
end
give_info("actor_made_wish_for_peace")
give_info("actor_made_wish")
return
end
action_list[4] = function()
local sim = alife()
local s_find = string.find
local ltx = ini_file("plugins\\spawner_blacklist.ltx")
local pos = db.actor:position()
local lid = db.actor:level_vertex_id()
local gid = db.actor:game_vertex_id()
ini_sys:section_for_each(function(section)
if s_find(section, "_old$") or s_find(section, "^mp_") or s_find(section, "_script_") then
-- printf("! no, not a %s!", section)
return
end
local weight = ini_sys:r_float_ex(section, "inv_weight")
if (weight and not ltx:line_exist("ignore_sections", section)) then
local x = ini_sys:r_float_ex(section, "inv_grid_x")
local y = ini_sys:r_float_ex(section, "inv_grid_y")
if (x and x ~= 0) and (y and y ~= 0) then
sim:create(section, pos, lid, gid, AC_ID)
end
end
end)
local function iterate_func(obj)
if (obj and obj:section()) then
printf("near: %s", obj:section())
if obj:section() == "inv_backpack" then
for i = 1, 65535 do
local se_obj = sim:object(i)
if se_obj and (not simulation_objects.is_on_the_actor_level(se_obj)) then
alife():teleport_object(obj:id(), se_obj.m_game_vertex_id, se_obj.m_level_vertex_id, se_obj.position)
break
end
end
end
end
end
level.iterate_nearest(pos, 15, iterate_func)
local function remove_backpack(id)
local function itr(npc, itm)
if (itm:section() == "itm_actor_backpack" or itm:section() == "itm_backpack") then
alife_release_id(itm:id())
return
end
end
db.actor:iterate_inventory(itr, db.actor)
return true
end
CreateTimeEvent(0, "remove_backpack", 1, remove_backpack, 0)
give_info("actor_made_wish_for_riches")
give_info("actor_made_wish")
return
end
action_list[5] = function()
local se_actor = alife():actor()
local data = utils_stpk.get_actor_data(se_actor)
if (data) then
data.specific_character = "actor_zombied"
utils_stpk.set_actor_data(data, se_actor)
end
set_actor_true_community("zombied")
give_info("actor_made_wish_immortal")
give_info("actor_made_wish")
-- Teleports the player to a smashed open grave in the Great Swamp.
-- Goodwill is increased with the Monolith and Zombified faction to ensure they aren't hostile.
inc_faction_goodwill_to_actor(db.actor, nil, {"monolith", 5000})
inc_faction_goodwill_to_actor(db.actor, nil, {"zombied", 5000})
ChangeLevel(vector():set(266.99, 0.00, -131.07), 310937, 181, VEC_ZERO)
return
end
-- Hide and disable the immortality wish if actor is in Zombified or Monolith factions.
if (character_community(db.actor) == "actor_zombied" or character_community(db.actor) == "actor_monolith") then
action_list[5] = nil
ui_dyn_msg_box.multi_choice(action_list, "st_wish_1", "st_wish_2", "st_wish_3", "st_wish_4", "st_wish_99")
else
ui_dyn_msg_box.multi_choice(action_list, "st_wish_1", "st_wish_2", "st_wish_3", "st_wish_4", "st_wish_5", "st_wish_99")
end
end